Alright, we have Weird Wars 2 and Tour of Darkness, is there any plans on doing something more with this franchise? I wouldn't mind seeing something to deal zeppelins, biplanes and early tanks as well as mustard gas in Great War book. I imagine Korea can be covered by Tour of Darkness though. Maybe there could be a Revolutionary War book?

A WW I setting is challenging for a RPG , or video games for that matter, because much of the fighting involved large scale battles with static warfare. Tanks were very odd and interesting vehicles in that era, but again their use was in mass battles. I think your idea of an Air campaign featuring Zeppelins is very good. A campaign featuring the “Knights of the Skies” could work too, but IMO to make biplane / triplane combat interesting the aerial combat rules in WW2 or SWD would need to be expanded upon.

Something I often thought might work well for a WW I setting is a “war within” theme featuring spies, security agents, security forces and specialist squads of sniper or recon soldiers. It could be set in any of the combatant European countries and it could feature service branches like Heckenschützen or Spionage Abwehr (Terrorist-snipers, Spy Defence - Germany), Gendarme Nationale or Surete Nationale (National Guard, National Police - France), MI5 or Scotland Yard (Britain) or Imperial Russian Cossacks. There were some very funky armoured cars in that era like this:
Players could have fun motoring their party around in those. And of course there were lots of warhorses – unfortunately they weren’t bullet proof, unless…

After all, we just know some mad Prussian Baron must have unleashed steampunk cyborgs and Teutonic Knight Spirits in the Ardennes and some French Occultist surely had some Templar Knight Spirits guarding the coronation seat at Notre-Dame de Reims. All that while sniper-masked,
Bavarian Heckenschützen squads roved the French countryside reeking terror on civilians while squads of Gendarme, mounted on warhorses
or driving state-of-the-art armor cars, hunted them down.

Last edited by kronovan on Fri Sep 23, 2011 6:48 pm, edited 2 times in total.

ValhallaGH wrote:If you're going to go a bit over-the-top supernatural with the whole thing, check out the (stunningly epic) Kaiser's Gate. As of last word the Savage version was in layout.

This does sound cool and you can't beat the $2 price tag. I'm familiar with True20 so I might pick this up. I'm not so sure I'd want to go as far as German Sorcerers fueled by Red Dragons or Heroic French Griffin riders, but I do like the mix of Alternate reality and fantasy. I'm a big fan of the Battlelore wargame which throws fantasy races into an alternate reality 100 Years war.

This part of it sounds very promising for bringing it over to SW:

"Kaiser's gate also includes a new map-less vehicle combat system for True20"

Although not as overboard as D20Modern, True20 settings are often very detailed for vehicle combat making them a challenge to Savage. But this sounds like it might have something more condusive to SW - makes sense the creator would brinng it to SW.

Though the Chase Rules have always given you a map-less form of vehicle combat.

Even if you don't use the whole setting, parts of it ought to be excellent resources for a more traditional Weird Wars: The Great War game. Especially the equipment stats and the (non-magical) force structures.

"Got a problem? I've got the solution: Rocket Launcher.""Not against a Servitor.""... We're all gonna die."

ValhallaGH wrote:Though the Chase Rules have always given you a map-less form of vehicle combat.

Actually, If memory serves me correctly I don't think there's any vehicle rules in the True20 core rules. There's vehicle combats in the Rev. Edition, but they're buried in the Space Adventure chapter which wasn't there in the 1st Ed rule. I always tend to forget that about that system, probably because the vehicle traits/features are so very detailed with their Tech Rating (TR) system. IIRC chase rules are left up to the specific True20 setting creators. With D20Modern chase rules aren't much different than standard vehicle rules, just on a smaller map scale - personally, D20's are far too complicated for me.

Because there aren't. I was referring to Savage Worlds, which has had Chase rules as long as I'm aware of, and they have always been an abstract system that allows you to run vehicular combat without miniatures or big maps.

"Got a problem? I've got the solution: Rocket Launcher.""Not against a Servitor.""... We're all gonna die."

Because there aren't. I was referring to Savage Worlds, which has had Chase rules as long as I'm aware of, and they have always been an abstract system that allows you to run vehicular combat without miniatures or big maps.

OK cool, I misunderstood you there. I've run SW chases in my SPC campaign and Interface Zero and I've found them to be fun and work well, if not a wee bit too abstract.

I did purchase Kaiser's Gate and it's decent. If it weren't for the low price tag I'd probably call it dissapointing, since the personal arms and armored vehicles/tanks sections are very minimal. As well, the personal arms stats are cross-refenced to the generic weapons in the Adventure Roleplaying guide - glad I bought that back in February. Whereas there's no stats whatsoever for the heavier vehicles. However, the sections on Air Ace NPC's, WWI Planes and air combat are very good - easily worth the price! Unfortunately a lot of that is geared towards the Dragon War campaign which features bi/triplanes taking on the winged beasts in the skies. I was really more interested in land campaigns, but the wealth of what's in KG has got me thinking about an air campaign; albeit one that's a bit more conventional without dragons.

Anyhoo...thanks for recommending it Valhalla, looks like I'm going to have fun with it.

Kodyax wrote:Alright, we have Weird Wars 2 and Tour of Darkness, is there any plans on doing something more with this franchise?

Just to be sure that actual core question gets addressed, Weird War Rome and Weird War I are both in the production queue, though there is currently no date information attached to either project. Anyone who suggests they know a date for either of them is likely a liar, not me, or both.

Kodyax wrote:Alright, we have Weird Wars 2 and Tour of Darkness, is there any plans on doing something more with this franchise?

Just to be sure that actual core question gets addressed, Weird War Rome and Weird War I are both in the production queue, though there is currently no date information attached to either project. Anyone who suggests they know a date for either of them is likely a liar, not me, or both.

What about when you have a date? Will that make you a liar, not you, or both?

"I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM

"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH

The fact that we have them in the queue is great news for me. I'll wait for them to be rolled out. I have Realms of Cthulhu already so a savage version of Cthulhu Invictus is just a book away. Adding Lovecraft to Weird Wars just makes things so much more interesting to me.

All I'd like to know is if the Weird War I date is close enough that I can hold off on brewing my own WWI setting. I've got other WW settings in mind, and if I even had a ballpark to within a 1/2 year, that'd help to determine which to do 1st.

jpk wrote:Just to be sure that actual core question gets addressed, Weird War Rome and Weird War I are both in the production queue, though there is currently no date information attached to either project.